computational-literacy
Understanding how digital systems actually work -- hardware, operating systems, networks, and information representation -- at a depth sufficient to reason about them rather than just use them. Covers CPU/RAM/storage/GPU roles, what an OS does, how packets travel the internet, and how computers represent numbers, text, images, and sound as binary. Use when a learner needs to build a mental model of computing rather than memorize menu paths.
git clone --depth 1 https://github.com/Tibsfox/gsd-skill-creator /tmp/computational-literacy && cp -r /tmp/computational-literacy/examples/skills/digital-literacy/computational-literacy ~/.claude/skills/computational-literacySKILL.md
# Computational Literacy Computational literacy is not coding. It is the capacity to reason about how digital systems work at a level sufficient to understand their behavior, diagnose their failures, and evaluate claims made about them. A computationally literate person does not need to write Python, but they should know why a computer slows down when RAM is full, why the internet works when no one is in charge of it, and why an image "looks different on different screens" is actually a statement about color spaces and pixel encoding. This skill covers the core mental models: hardware, operating systems, networks, and information representation. **Agent affinity:** rheingold (practical fluency), ito (connected learning framing), jenkins (literacy across media) **Concept IDs:** diglit-hardware-components, diglit-operating-systems, diglit-networks-internet, diglit-information-representation ## Hardware: What the Boxes Actually Do A computer is a coordinated set of specialized parts. Understanding their roles is the fastest path to understanding why things behave the way they do. ### CPU (Central Processing Unit) The CPU executes instructions. It reads a stream of operations (arithmetic, comparisons, memory access, jumps) from RAM and performs them one (or several) at a time. Modern CPUs have multiple cores -- effectively multiple workers sharing the same workspace -- and run at clock speeds measured in gigahertz (billions of cycles per second). **The practical consequence:** CPU-bound tasks (calculations, compression, encryption) are bounded by clock speed and core count. If your computer feels slow during video editing, the CPU is often the bottleneck. ### RAM (Random Access Memory) RAM is the workspace where active programs live. It is fast -- nanoseconds to access any location -- but volatile: turning off the power erases it. RAM is measured in gigabytes (8 GB, 16 GB, 32 GB are typical in 2026). **The practical consequence:** When you open too many browser tabs and the computer starts swapping to disk, you are watching RAM exhaustion. The operating system is moving inactive memory to storage, which is thousands of times slower. The only cures are closing programs or adding RAM. ### Storage (SSD, HDD, NVMe) Storage is where data lives when the power is off. SSDs (Solid State Drives) have no moving parts and access any block in microseconds. NVMe SSDs are faster still -- nearly as fast as RAM for large sequential reads. HDDs (traditional spinning disks) are slower but cheaper per gigabyte. **The practical consequence:** Boot time, application launch time, and "where did that file go?" speed are all storage-bound. Upgrading from HDD to SSD is the single most impactful upgrade for an older computer. ### GPU (Graphics Processing Unit) The GPU is a massively parallel CPU. Instead of a few fast cores, it has thousands of slower cores designed to do the same operation on many pieces of data at once. This is ideal for graphics (every pixel gets the same operation) and, more recently, for machine learning (every weight gets multiplied). **The practical consequence:** Gaming, video rendering, and AI model inference are GPU-bound. If you are running LLMs locally or training models, VRAM (the GPU's dedicated memory) is the resource that limits you. ### Peripherals Keyboards, mice, cameras, monitors, microphones, printers. These connect over standard interfaces (USB, Bluetooth, HDMI). The distinction between "the computer" and "the peripherals" is fuzzier than it looks: modern keyboards contain their own processors; modern monitors run their own firmware. ## Operating Systems: The Invisible Layer An operating system (Windows, macOS, Linux, Android, iOS) is the software that manages the hardware and provides a predictable environment for applications. You rarely see it, but almost every "why did my computer do that?" question is actually an OS question. ### Process management When you double-click an icon, the OS creates a *process* -- an instance of the program with its own memory space, open files, and execution state. The OS decides which process runs on which CPU core at any moment, and it switches between them thousands of times per second. This is why you can "run many programs at once" on a computer that has fewer cores than programs. ### File systems A file system is the organization of data on storage. It turns the flat physical device into a hierarchy of folders and files. File systems also track metadata: modification time, ownership, permissions. **Common file systems:** NTFS (Windows), APFS (macOS), ext4 (Linux), exFAT (cross-platform, used on SD cards and USB drives). ### Device drivers Every piece of hardware needs a driver -- a small program that tells the OS how to talk to it. When a printer "stops working after an update," a driver is usually the culprit. ### Users and permissions Modern operating systems distinguish between users and processes that can do different things. Administrator accounts can modify system files; regular users cannot. This is a security boundary that slows down attackers. ## Networks and the Internet The internet is a cooperative, decentralized network of networks. No one owns it. No one is in charge of it. It works because everyone agrees to use a common set of protocols. ### How a packet travels When you load a web page, your computer does roughly this: 1. **DNS lookup.** Translate the domain name (example.com) into an IP address (93.184.216.34). Your computer asks a DNS server, which may ask another, walking up the DNS hierarchy until someone knows. 2. **Connection.** Your computer opens a TCP connection to that IP address on port 443 (HTTPS). 3. **TLS handshake.** The two sides exchange certificates and agree on encryption keys, so no one in between can read the contents. 4. **HTTP request.** Your computer sends "GET /page HTTP/2" with headers describing what it wants. 5. **HTTP response.** The server sends back the HTML
Major art movements and their historical context for art education. Covers 12 movements from the Renaissance to contemporary art, their defining characteristics, key artists, signature works, and the intellectual/social forces that produced them. Use when analyzing artworks in historical context, understanding stylistic lineages, identifying influences across periods, or connecting studio practice to art-historical precedent.
Color theory principles for art education. Covers the three color properties (hue, saturation, value), color mixing systems (subtractive and additive), color relationships (complementary, analogous, triadic, split-complementary), color temperature, simultaneous contrast and the relativity of color perception, and practical palette construction. Use when analyzing color in artworks, planning color schemes, understanding optical phenomena in painting, or investigating Albers's Interaction of Color experiments.
The creative process in art from idea to exhibition. Covers five phases of creative work (inspiration, incubation, exploration, execution, reflection), sketchbook practice, artist statements, critique methodology (formal and conceptual), portfolio development, and the studio as a working environment. Use when guiding students through project development, facilitating critique sessions, developing artist statements, curating portfolios, or understanding how professional artists structure their creative practice.
Digital art tools, techniques, and workflows for art education. Covers raster and vector workflows, digital painting, photo manipulation, generative and procedural art, 3D modeling and rendering, pixel art, the relationship between traditional skills and digital execution, and ethical considerations of AI-generated imagery. Use when working with digital tools, evaluating digital art, or bridging traditional art concepts into digital practice.
Observational drawing and visual perception techniques for art education. Covers contour drawing, gesture drawing, negative space, proportion and measurement, value mapping, spatial depth cues, and the cognitive shift from symbolic to perceptual seeing. Use when teaching drawing fundamentals, analyzing observational accuracy, or developing visual literacy in any medium.
Three-dimensional art and sculptural thinking for art education. Covers additive and subtractive sculptural processes, armature construction, modeling in clay, carving principles, casting and moldmaking, assemblage and found-object sculpture, installation art as expanded sculpture, and the conceptual transition from pictorial to spatial thinking. Use when working with three-dimensional media, analyzing sculptural form, understanding spatial composition, or investigating the relationship between sculpture and site.
Celestial coordinate systems and sky positioning. Covers horizon (altitude-azimuth), equatorial (right ascension-declination), ecliptic, and galactic systems; epoch and precession; coordinate transformations; planisphere use; and practical sky-locating from any latitude and date. Use when locating objects, planning observations, converting catalog coordinates, or teaching the geometry of the sky.
Observational cosmology from Hubble's law to the CMB. Covers redshift, Hubble expansion, the cosmological parameters, the cosmic microwave background, large-scale structure, galaxy rotation curves and dark matter, Type Ia SNe and dark energy, and the current state of Lambda-CDM. Use when reasoning about the large-scale universe, interpreting cosmological surveys, or teaching the Big Bang evidence chain.